@vakdlfjas Welcome to Polycount. Consider checking out the forum information and introduction thread. Placing support loops along the edges that make up the walls of a cylinder will causing pinching. The topology needs to be routed around the existing cylinder geometry so it doesn't interfere with the smoothing behavior at…
I am looking forward to. I have cut holes in objects before but never cut uneven hole into uneven object. First time modeling this helmet, I used sphere and tried to get that surface right. Figure out that this does not work for me. Now I made 4 planes for each side with small amount of polys and tried to make them work.…
I'm trying to figure out how to make holes in a cylinder with booleans, and I just can't get it to look good. I've been checking this thread, google and a few other places, but I haven't found any solution yet. As you can see, there is some weird shading around the holes. I played around with different cylinders, trying…
I have a question, Lets say i have created a cylinder with 8 edges. Now i add 4 more edges on every edge. How can i get this cylinder to be round again? I dont want to create a new cylinder with the same amount of edges and use it as a guide, because this wont work in all situations. Basicly what i want to know is what is…
You have the right thought process as far as i'm concerned: Break the model down into it's simplest forms, block those forms out, combine those forms together, and support. before you support anything at all I would make sure you have a solid block out though. From that point, use booleans and standard poly modeling tools…
I think the closest thing to the spline method for Maya is to use Bevel Plus under Surface tab. First select the outer curve> Then shift select the inner curves> Run Bevel Plus> Set Outer Style curve to straight out and Inner style curve to Straight in. There is no one click solution to achieve fillet curve. But what you…
@Jantaaa No problem, I was waiting for GIT so had some time to check out the forums. I am glad you could get a better result than you had previously and that you managed to get things working by yourself! As of always from my experience when it comes to smoothing, it's always editing and tweaking the meshflow to solve…
I think the answer (as always) is in the realm of "moar geo". If you are modelling an (extreme) closeup of any object with any kind of detailed appearance (especially with sharp, uneven changes, like these sharp folds) you need enough geo to support the attempted level of detail. If you are doing this for like a high…
@KungFuCactus Edit: I thought you used max. Oh well, this is how I would do it in max.. For ease of modificatioin you can do displacement with a heightmap, or even bake the heightmap into the normals, but if you're like me you want to model it in because you want to model it in. In that case, you can get away with some…
My point before was if you create the inner cylindrical portion before you support your other geometry, You won't have the right amount of sides to have an "uninterrupted" curve. I'll explain what I mean (hopefully) The border in brighter green(minus one edge, my bad) right now is making a perfect half circle. It has X…